They're mechanically similar because you purposely concocted an ability to attempt to mirror the mechanic. No class currently has the pocket factory mechanic in the game. That's the point.
Cool. Show me the Druid ability where they create a flower that pumps out spores that attack targets and then explode.
A nonexistent ability you created isn't a fact.Then how come you haven't accepted any facts, so far?
No, but themes can offer unique gameplay.No, that is not my argument. My argument, which you'd know if you actually bothered to read what I wrote, countless times, is that themes do not offer exclusive gameplay.
And again, your made up Druid flower ability is not a fact, and is quite silly.You ignoring the facts does not make my argument "silly" or even "not based on facts".
And until those mechanics appear in another class, a Tinker bringing those mechanics into the game would be unique.The actual "fact of the matter" is that none of that proves that "themes provide unique gameplay". The second fact you ignore is that those mechanics can go to existing classes instead, as proven by existing classes gaining new mechanics as time went on, like shadow priests getting the insanity mechanic, and balance druids getting the sun/moon mechanic.
The operative word in that statement is "could".And that is nothing but a coat of paint. Because those exact same mechanics could be given a different "coat of paint" and given to a different class.
The core of that spec is the ability to transform into a Lich. The spec also contains multiple abilities that use frost or Shadowfrost abilities. Like I said, it's a combination of Unholy and Frost, but still you're talking about a Necromancer class concept that is using the spec configuration of the existing DK class.I don't see how "undeath" is the DK's frost spec, or even a combination of it. Is it because of the "high lich" transformation? It's just a couple of abilities. That's like saying the elemental shaman spec is the mage's fire spec because they have a couple of fire spells, while ignoring all the rest. "Dread" is also not unholy because we don't have the necromancer creating "death and decays" or summoning undead minions. It's him creating oozes and plagues and poison. It's heavily inspired on Professor Putricide.
Dread is Unholy because plagues and oozes are part of Unholy. In fact, Unholy had an ability in Legion where they created oozes.
Where is a Necromancer in WoW using Golems to fight with? You used the D2 Golem concept in order to sidestep Necromancers using skeletons and ghouls because (surprise!) Death Knights already summon Skeletons, Ghouls, and pretty much any undead minion you can think of.Golems and their concept do not exist in Warcraft? Really? I could swear I saw golems in Warcraft since WoW day 1...
It shows that the DK takes up so much of the Warcraft Necromancer that you have to go to a completely different game in order to pull concepts from.And even if the Diablo 2 necromancer inspired me to create the golem mechanic for my necromancer concept... what does that prove?
Well Blood Mages did use Fire magic in WC3. The Mage class pulled from that. Druids were separated by group, but Blizzard simply mashed all the Druid units together in order to make the Druid class. That really isn't the same thing as the nonexistent Kel'thuzad that supposedly could use both Necromancer and Mage spells.Because you were the one to bring Warcraft 3 into the argument to say "look at this character not using X spells". I simply used Warcraft 3 to show that certain characters did not have the abilities they have today.
I don't need to, because they use those abilities in Warcraft, and its clear why they gave those classes those abilities. There's zero reason for Blizzard to give a Necromancer class poison, fire, or arcane spells. You're simply arguing that point because the DK absorbs pretty much every logical ability for the Necromancer concept.Show me death knights casting blood and frost magic in Warcraft before the Wrath of the Lich King expansion. Show me monks using "mist magic" before Mists of Pandaria. If you cannot do both of those things, then your argument gets invalidated because it would have been shown that we don't have to see those characters actually doing those things to give said abilities to a new playable class.
- - - Updated - - -
We get hung up on themes because themes lead to new and interesting abilities instead of crusty rehashed abilities. The reason the Tinker is the clear favorite here is because it offers a thematic that no other class possesses while something like Necromancer is possessed by multiple classes and will really offer nothing new to the table.
As for what you're requesting, I don't think a mid-ranged damage dealer would make much sense. I think simply having another physical ranged class to rival Hunters would cover what we're missing here, and again, the Tinker covers that quite well.
Last edited by Teriz; 2020-11-22 at 03:06 PM.
Anemo: traveler, Sucrose
Pyro: Yanfei, Amber, diluc, xiangling, thoma, Xinyan, Bennett
Geo: Noelle, Ningguang, Yun Jin, Gorou
Hydro: Barbara, Zingqiu, Ayato
Cyro: Shenhe, Kaeya, Chongyun, Diona, Ayaka, Rosaria
Electro: Fischl, Lisa, Miko, Kujou, Raiden, Razor
I designed that ability to prove that the claim that "mechanical theme offers unique gameplay" is false. No current class currently has that mechanic, true, but that doesn't mean it couldn't be given to them. Just like, back in the day, no class had an "insanity" mechanic or a "light/dark" mechanic, but then the priests and druids, respectively, eventually got those new mechanics that, according to your logic, could have gone to a new class.
Can you be any more dishonest? The whole point is about creating a hypothetical ability, i.e., one that not exist but could exist, to show how themes don't provide "unique gameplay"... and you're now asking me to "prove the ability exists"?Cool. Show me the Druid ability where they create a flower that pumps out spores that attack targets and then explode.
And this is doubly dishonest because, not long ago, you admitted that all we need to do is link concepts together to make them viable, and guess what? Druids are about nature. Balance druids can summon nature. Flowers and spores are nature. Spores can damage and attack targets. The links are there.
It's a fact that no mechanics are exclusive to themes, therefore themes don't offer "unique gameplay", for example.A nonexistent ability you created isn't a fact.
No. That is objectively false, as it was demonstrated several times to not be the case.No, but themes can offer unique gameplay.
I never said the ability I described "is a fact". I said it is based on facts. And as far as "silly" goes, then, well, then I think the tinker class is silly. Therefore, by your rules, it's never going to happen.And again, your made up Druid flower ability is not a fact, and is quite silly.
And it's a fact that none of that would prove that the "unique gameplay" is because of the theme.And until those mechanics appear in another class, a Tinker bringing those mechanics into the game would be unique.
No, it's not the operative word. The whole statement is a fact, that any and all of that "unique gameplay" things you claim is "exclusive to the mechanical theme" can be given to the existing classes.The operative word in that statement is "could".
No. No, it's not the "core of the spec", considering it can change into two other forms that are not liches: a nerubian and a death stalker. And, again, "using frost abilities" is irrelevant, because the death knight uses frost abilities when the mage already used frost abilities. The paladin and priest both use holy magic. Warlocks, mages and shamans use fire magic. Again: you're basically saying that the elemental shaman spec is just the fire mage spec because it has a handful of fire spells.The core of that spec is the ability to transform into a Lich. The spec also contains multiple abilities that use frost or Shadowfrost abilities. Like I said, it's a combination of Unholy and Frost, but still you're talking about a Necromancer class concept that is using the spec configuration of the existing DK class.
Dread is Unholy because plagues and oozes are part of Unholy. In fact, Unholy had an ability in Legion where they created oozes.
In short, you are stretching the definition of the death knights specs so thin to make a case here, that you don't see how this argument of yours nullifies the existence of present classes and specs.
Abominations are golems.Where is a Necromancer in WoW using Golems to fight with?
False in both accounts. You would know I'm not "sidestepping" anything if you read my necromancer concept, especially the Bone spec I designed.You used the D2 Golem concept in order to sidestep Necromancers using skeletons and ghouls
Except... I didn't pull any concepts from Diablo 2. I simply used concepts that already exist within the Warcraft franchise in a different way that what they're already being used.It shows that the DK takes up so much of the Warcraft Necromancer that you have to go to a completely different game in order to pull concepts from.
The fire magic those hero units used is fel fire: "Many of the stoic high elves, reeling from the loss of their ancient homeland, Quel'Thalas, have given in to their hatred and despair and embraced the dark side of their magical natures. Calling themselves 'Blood Elves' - these cold hearted refugees seek to expand their remaining magical powers at any cost - even if it means courting the infernal powers of the Burning Legion! Though still loyal to the Alliance, the Blood Elves' passions will lead them not only to the highest pinnacles of power, but to the darkest depths of madness."Well Blood Mages did use Fire magic in WC3. The Mage class pulled from that.
That doesn't change the fact that Malfurion in Warcraft 3 could not shapeshift into bear, a cat or a stag.Druids were separated by group, but Blizzard simply mashed all the Druid units together in order to make the Druid class. That really isn't the same thing as the nonexistent Kel'thuzad that supposedly could use both Necromancer and Mage spells.
You have to, because it's your own argument thrown back at you. Death knights never used frost or blood abilities in Warcraft 3, or even in WoW, before the Wrth of the Lich King expansion that made them playable. By your logic, "having a vampiric runeblade" is not reason enough to give death knights an entire spec based on blood magic, if you discount the fact that a necromancer school is teaching necromancers alchemy from a guy who favors poison and fire as not enough reason to give a necromancer class a poison spec.I don't need to, because they use those abilities in Warcraft, and its clear why they gave those classes those abilities.
No, it doesn't. "New and interesting mechanics" can be given to any class in the game, present or not. But if you qualify "new and interesting" as in how the ability looks (i.e. mech, rockets, lazers, bombs) then you're implying what matters to you is not the actual gameplay, but how the class looks. And looks are not gameplay.We get hung up on themes because themes lead to new and interesting abilities instead of crusty rehashed abilities.
But Blizzard didn't design that ability. That's the point. Could Blizzard give Druids that ability? Sure. They could also give Druids the ability to transform into cotton candy and float around a map. Blizzard's ability to do something doesn't prove an argument.
No, the entire point is that Blizzard designed a tech-based ability in WC3 that has a very high chance of getting ported over to WoW, and that ability has mechanics that are unique within the class lineup.Can you be any more dishonest? The whole point is about creating a hypothetical ability, i.e., one that not exist but could exist, to show how themes don't provide "unique gameplay"... and you're now asking me to "prove the ability exists"?
Which is a completely different argument under a completely different context.And this is doubly dishonest because, not long ago, you admitted that all we need to do is link concepts together to make them viable, and guess what? Druids are about nature. Balance druids can summon nature. Flowers and spores are nature. Spores can damage and attack targets. The links are there.
Once again, if Pocket Factory enters the game as a Tinker ability, please name another class ability with a similar mechanic. Don't worry, I'll wait.It's a fact that no mechanics are exclusive to themes, therefore themes don't offer "unique gameplay", for example.
Then answer the question above.No. That is objectively false, as it was demonstrated several times to not be the case.
There's a difference between a class concept that fits the pedigree of previous existing classes, and a head canon ability concocted purely to be obtuse and contrarian.I never said the ability I described "is a fact". I said it is based on facts. And as far as "silly" goes, then, well, then I think the tinker class is silly. Therefore, by your rules, it's never going to happen.
No other class could drop a factory that could produce upgradeable robots. Only a technology class provides that theme. No other class could summon upgradable mechanical turrets. Again, only a technology class provides that theme. No other class could allow a character to pilot a mechanical vehicle into battle. Only a technology class provides that theme. etc.And it's a fact that none of that would prove that the "unique gameplay" is because of the theme.
The DK uses frost abilities because the Lich and Kel'thuzad uses frost abilities.No. No, it's not the "core of the spec", considering it can change into two other forms that are not liches: a nerubian and a death stalker. And, again, "using frost abilities" is irrelevant, because the death knight uses frost abilities when the mage already used frost abilities. The paladin and priest both use holy magic. Warlocks, mages and shamans use fire magic. Again: you're basically saying that the elemental shaman spec is just the fire mage spec because it has a handful of fire spells.
Now let's be completely honest here; Why do you think Lich transformation and Frost abilities are present in this class concept? Is there any WC3 hero or major Warcraft character this could be inspired by?
Then why not simply have your necromancer concept summon Abominations?Abominations are golems.
Is it because DKs can already summon Abominations?
Your Bone spec is also inspired by Diablo... Just saying.False in both accounts. You would know I'm not "sidestepping" anything if you read my necromancer concept, especially the Bone spec I designed.
Where do you think Flamestrike came from? What do you think abilities like Phoenix Flame are inspired by?
So you think Malfurion wouldn't be able to transform into a bear when he is an arch druid and Druids of the Claw could?That doesn't change the fact that Malfurion in Warcraft 3 could not shapeshift into bear, a cat or a stag.
Again, here's the difference; Death Knights actually wielded vampiric rune blades, which opens up the possibility of Death Knights with vampiric abilities. You have yet to produce a single Necromancer using poison magic or poison alchemy.You have to, because it's your own argument thrown back at you. Death knights never used frost or blood abilities in Warcraft 3, or even in WoW, before the Wrth of the Lich King expansion that made them playable. By your logic, "having a vampiric runeblade" is not reason enough to give death knights an entire spec based on blood magic, if you discount the fact that a necromancer school is teaching necromancers alchemy from a guy who favors poison and fire as not enough reason to give a necromancer class a poison spec.
I think it's far more productive to look at things that actually exist. Within Warcraft, Pocket Factory exists. A Tinker piloting a mech exists. A Necromancer using poison/Fire/Arcane magic or a Druid dropping a giant flower that shoots spores does not.No, it doesn't. "New and interesting mechanics" could be given to any class in the game, present or not.
Last edited by Teriz; 2020-11-22 at 05:56 PM.
Unfortunately I think the ship has sailed for either tinker (i doubt we will get an expansion where mechanics play a major lore) and for necromancer (since i doubt we will have any major focus in death for some time).
Please remember that the class has to be a selling point for the expansion, so if we have a dragon expansion we will have a chance for dragonsworn or w/e you call it, if we have a void expansion maybe we will get void-class or void-tainted skin abilities or w/e etc. etc.
I, for one, would welcome some new class even if the other ones aren't even close to being balanced just for the flavor.
I'm bored.
Anemo: traveler, Sucrose
Pyro: Yanfei, Amber, diluc, xiangling, thoma, Xinyan, Bennett
Geo: Noelle, Ningguang, Yun Jin, Gorou
Hydro: Barbara, Zingqiu, Ayato
Cyro: Shenhe, Kaeya, Chongyun, Diona, Ayaka, Rosaria
Electro: Fischl, Lisa, Miko, Kujou, Raiden, Razor
What does that even mean, "my" Tinker class? I've always said that the Tinker I believe will eventually get implemented into WoW is a version very close to the design and ability set of the Tinker heroes from WC3 and HotS, which are heavily Goblin and Gnome based. Those are entirely Blizzard's concepts and ideas, not mine. Further, the Island Expedition teams backed that up, by having Tinkers being predominantly Goblins and Gnomes and using their technology.
Now, would that technology type bear resemblance to the tech type in the engineering profession? Certainly. However, a key fact that opponents of the Tinker concept like to ignore is that NONE of the Tinker's abilities exist in Engineering, and a class and a profession serve entirely different purposes in WoW and don't effect each other. An engineer gathering scraps to craft a pair of goggles isn't affected by a Tinker tanking a raid while piloting a mech.
- - - Updated - - -
I disagree. There’s still Undermine and a Titan-based expansion where mechanics can come into play. I would say the situation is far worse, because the Necromancer makes perfect sense for Shadowlands, and Blizzard chose to boost the Death Knight class instead.
There was a lot of build-up for the Tinker in BFA, and there’s actually evidence that the Tinker was planned as a class for the current expansion, but was scrapped because it didn’t match the theme. So while the ship has sailed for the Necromancer, I do believe that the Tinker will be introduced at some point in the future.
Last edited by Teriz; 2020-11-22 at 07:51 PM.
"Reductio ad absurdum" does not apply here and only makes you look silly. I've detailed how the mechanics of the pocket factory could be given to druids, in a manner that perfectly fits the balance spec. And no, the fact that Blizzard did not design the ability that I created is irrelevant, because that was never my argument. I said it's an ability that Blizzard could create to use the mechanics you claim are "exclusive to the mechanical theme".
No, that's not the point, and has never been the point. The point of the conversation here-- in which you butted in the middle of it, mind you-- is the false claim that a mechanical theme brings "unique gameplay".No, the entire point is that Blizzard designed a tech-based ability in WC3 that has a very high chance of getting ported over to WoW, and that ability has mechanics that are unique within the class lineup.
Because you say so? I'm not seeing how they are different arguments or even different contexts. Both are about linking themes and concepts.Which is a completely different argument under a completely different context.
Your question is irrelevant because you're asking something I never argued for. I never said that the mechanics of "pocket factory" currently exist in the present playable classes. My only argument, in which you're making a monumental effort to move away from, is that themes do not bring "unique gameplay".Then answer the question above.
There's none. Your attempt at mockery does not count as a difference.There's a difference between a class concept that fits the pedigree of previous existing classes, and a head canon ability concocted purely to be obtuse and contrarian.
This is strong evidence that you're doing this just to argue for argument's sake, as it shows that you know the difference between gameplay and theme. I'm talking about mechanics and gameplay and how themes do not bring any uniqueness to any of those.No other class could drop a factory that could produce upgradeable robots. Only a technology class provides that theme.
And both the paladin and the priest use holy abilities from the exact same source.The DK uses frost abilities because the Lich and Kel'thuzad uses frost abilities.
Now let's be completely honest here; Why do you think Lich transformation and Frost abilities are present in this class concept? Is there any WC3 hero or major Warcraft character this could be inspired by?
Variation, perhaps? I mean, you're basically asking why playable demon hunters don't become a copy of Illidan's demon form.Then why not simply have your necromancer concept summon Abominations?
And you're moving the goalposts. "Just saying".Your Bone spec is also inspired by Diablo... Just saying.
It doesn't matter. The blood mage from Warcraft 3 is much more akin to the warlock class we have right now if we go by their backstory. The WC3 lore explicitly said they turned to the fel and demonic.Where do you think Flamestrike came from? What do you think abilities like Phoenix Flame are inspired by?
If we go by what he could do in the Warcraft 3 game, just like you're doing for Kel'Thuzad, no, he wouldn't. Kel'Thuzad was a powerful mage of the Kirin Tor... yet you're saying he couldn't cast arcane and fire magic because you never saw him doing so in Warcraft 3.So you think Malfurion wouldn't be able to transform into a bear when he is an arch druid and Druids of the Claw could?
And you haven't produced a single death knight pre-Wrath that used blood or frost spells. You're just pointing at their weapon and saying "blood spec! That's your blood spec!" while at the same denying the exact same courtesy to the idea that necromancers in a necromancer school being taught alchemy from a teacher that favors poisons and fire link a hypothetical necromancer playable class the possibility of having a poison spec.Again, here's the difference; Death Knights actually wielded vampiric rune blades, which opens up the possibility of Death Knights with vampiric abilities. You have yet to produce a single Necromancer using poison magic or poison alchemy.
That is called "double standards".
You know what also does not exist? Vulpera being a technologically-savvy people to the level of gnomes, mechagnomes or goblins. But that didn't stop you from making them tinker material.I think it's far more productive to look at things that actually exist. Within Warcraft, Pocket Factory exists. A Tinker piloting a mech exists. A Necromancer using poison/Fire/Arcane magic or a Druid dropping a giant flower that shoots spores does not.
Also: druids summoning plants exist. Spores being hostile and attacking those that come close exist. Spores detonating upon death exist.
The way Teriz describes tinker is literally just engineering without the gold and material cost. All the abilities he's talked about in his version of tinker can pretty much be done by engineering gadgets. The only ability he talks about that engineering can't do is pocket factory, which mechanically would just be reskinned Army of the Dead. Everything else? Just engineering in class form so people wouldn't need to level a profession. They could just roll a tinker instead. The only reason people would pick up engineering would be to craft and sell mounts since Tinker could do everything else for free.
Anemo: traveler, Sucrose
Pyro: Yanfei, Amber, diluc, xiangling, thoma, Xinyan, Bennett
Geo: Noelle, Ningguang, Yun Jin, Gorou
Hydro: Barbara, Zingqiu, Ayato
Cyro: Shenhe, Kaeya, Chongyun, Diona, Ayaka, Rosaria
Electro: Fischl, Lisa, Miko, Kujou, Raiden, Razor
Anemo: traveler, Sucrose
Pyro: Yanfei, Amber, diluc, xiangling, thoma, Xinyan, Bennett
Geo: Noelle, Ningguang, Yun Jin, Gorou
Hydro: Barbara, Zingqiu, Ayato
Cyro: Shenhe, Kaeya, Chongyun, Diona, Ayaka, Rosaria
Electro: Fischl, Lisa, Miko, Kujou, Raiden, Razor
Anemo: traveler, Sucrose
Pyro: Yanfei, Amber, diluc, xiangling, thoma, Xinyan, Bennett
Geo: Noelle, Ningguang, Yun Jin, Gorou
Hydro: Barbara, Zingqiu, Ayato
Cyro: Shenhe, Kaeya, Chongyun, Diona, Ayaka, Rosaria
Electro: Fischl, Lisa, Miko, Kujou, Raiden, Razor
Anemo: traveler, Sucrose
Pyro: Yanfei, Amber, diluc, xiangling, thoma, Xinyan, Bennett
Geo: Noelle, Ningguang, Yun Jin, Gorou
Hydro: Barbara, Zingqiu, Ayato
Cyro: Shenhe, Kaeya, Chongyun, Diona, Ayaka, Rosaria
Electro: Fischl, Lisa, Miko, Kujou, Raiden, Razor